Second International Computer Programming Education Conference
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Second International Computer Programming Education Conference ICPEC 2021, May 27–28, 2021, University of Minho, Braga, Portugal Edited by Pedro Rangel Henriques Filipe Portela Ricardo Queirós Alberto Simões OA S I c s – Vo l . 91 – ICPEC 2021 www.dagstuhl.de/oasics Editors Pedro Rangel Henriques Universidade do Minho, Portugal [email protected] Filipe Portela Universidade do Minho, Portugal [email protected] Ricardo Queirós Politécnico do Porto, Portugal [email protected] Alberto Simões Politécnico do Cávado e Ave, Portugal [email protected] ACM Classifcation 2012 Applied computing → Education ISBN 978-3-95977-194-8 Published online and open access by Schloss Dagstuhl – Leibniz-Zentrum für Informatik GmbH, Dagstuhl Publishing, Saarbrücken/Wadern, Germany. Online available at https://www.dagstuhl.de/dagpub/978-3-95977-194-8. Publication date July, 2021 Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografe; detailed bibliographic data are available in the Internet at https://portal.dnb.de. License This work is licensed under a Creative Commons Attribution 4.0 International license (CC-BY 4.0): https://creativecommons.org/licenses/by/4.0/legalcode. In brief, this license authorizes each and everybody to share (to copy, distribute and transmit) the work under the following conditions, without impairing or restricting the authors’ moral rights: Attribution: The work must be attributed to its authors. The copyright is retained by the corresponding authors. Digital Object Identifer: 10.4230/OASIcs.ICPEC.2021.0 ISBN 978-3-95977-194-8 ISSN 1868-8969 https://www.dagstuhl.de/oasics 0:iii OASIcs – OpenAccess Series in Informatics OASIcs is a series of high-quality conference proceedings across all felds in informatics. OASIcs volumes are published according to the principle of Open Access, i.e., they are available online and free of charge. Editorial Board Daniel Cremers (TU München, Germany) Barbara Hammer (Universität Bielefeld, Germany) Marc Langheinrich (Università della Svizzera Italiana – Lugano, Switzerland) Dorothea Wagner (Editor-in-Chief, Karlsruher Institut für Technologie, Germany) ISSN 1868-8969 https://www.dagstuhl.de/oasics I C P E C 2 0 2 1 Alfred Aho and Jefrey Ullman Turing Award Winners for 2021 for their work on the theory of compilers, allowing us to use programming languages. Contents Preface Pedro Rangel Henriques, Filipe Portela, Ricardo Queirós, and Alberto Simões . 0:ix–0:x Committees . 0:xi–0:xii Authors . 0:xiii–0:xv Online-Teaching Environment with Gamifcation – A real Case Study Filipe Portela .................................................................... 1:1–1:13 Moving Classes in a Large Programming Course Online: An Experience Report Hrafn Loftsson and Ásrún Matthíasdóttir . 2:1–2:13 Programmers’ Afnity to Languages Alvaro Costa Neto, Cristiana Araújo, Maria João Varanda Pereira, and Pedro Rangel Henriques . 3:1–3:7 Melodic – Teaching Computational Thinking to Visually Impaired Kids Rui Costa, Cristiana Araújo, and Pedro Rangel Henriques . 4:1–4:14 An Open-Source Gamifed Programming Learning Environment José Carlos Paiva, Ricardo Queirós, José Paulo Leal, Jakub Swacha, and Filip Miernik .................................................................... 5:1–5:8 Integrating a Graph Builder into Python Tutor Diogo Soares, Maria João Varanda Pereira, and Pedro Rangel Henriques . 6:1–6:15 Matching User Interfaces to Assess Simple Web Applications Marco Primo and José Paulo Leal . 7:1–7:6 Active Methodologies in Incoming Programming Classes João Paulo Aires, Simone Bello Kaminski Aires, Maria João Varanda Pereira, and Luís M. Alves ................................................................... 8:1–8:9 Moopec: A Tool for Creating Programming Problems Rui C. Mendes .................................................................. 9:1–9:7 Automated Java Challenges’ Security Assessment for Training in Industry – Preliminary Results Luís Afonso Casqueiro, Tiago Espinha Gasiba, Maria Pinto-Albuquerque, and Ulrike Lechner . 10:1–10:11 Exploring a Board Game to Improve Cloud Security Training in Industry Tiange Zhao, Tiago Gasiba, Ulrike Lechner, and Maria Pinto-Albuquerque . 11:1–11:8 A System Architecture to Detect and Block Unwanted Wireless Signals in a Classroom Daniel Barros, Paulo Barros, Emanuel Lomba, Vítor Ferreira, and Pedro Pinto . 12:1–12:7 A Teaching Assistant for the C Language Rui C. Mendes and José João Almeida . 13:1–13:8 Second International Computer Programming Education Conference (ICPEC 2021). Editors: Pedro Rangel Henriques, Filipe Portela, Ricardo Queirós, and Alberto Simões OpenAccess Series in Informatics Schloss Dagstuhl – Leibniz-Zentrum für Informatik, Dagstuhl Publishing, Germany 0:viii Contents SHREWS: A Game with Augmented Reality for Training Computational Thinking Francisco Saraiva, Lázaro V. O. Lima, Cristiana Araújo, Luis Gonzaga Magalhães, and Pedro Rangel Henriques . 14:1–14:10 Understanding Efects of the Algorithm Visualized with AR Techniques Lázaro V. O. Lima, Manuel Sousa, Luis Gonzaga Magalhães, and Pedro Rangel Henriques . 15:1–15:10 Experiments on PR-Based Gamifcation Alberto Simões and Ricardo Queirós . 16:1–16:10 User Experience Evaluation in a Code Playground Ricardo Queirós, Mário Pinto, and Teresa Terroso . 17:1–17:9 Can I Code? User Experience of an Assessment Platform for Programming Assignments Anne Münzner, Nadja Bruckmoser, and Alexander Meschtscherjakov . 18:1–18:12 Preface The success of the 2020 edition of the ’International Computer Programming Education Conference (ICPEC)’ impelled us to organize a new edition under the general topic of Computing at School. We actually believe that children shall be introduced to the computing world at primary school, and even younger people shall start earlier to train their skills to solve problems acquiring what is nowadays called Computational Thinking. Four speakers from UK, Brasil, and Portugal were invited to talk about their motivations and experiences leading in their countries the referred international movement Computing at School. Following the frst edition of ICPEC, the second edition was once again online. We all know that a remote conference is always restrictive in terms of networking that is usually built at events of this kind. However, the typology of the event did not limit the participation among researchers and teachers on the main topic of the ICEPC, which is, the discussion on methodologies, trends and tools to improve the teaching-learning process of computer programming. Inevitably, the papers in this second edition cover diferent approaches to overcome not only the complexity inherent to the feld of computer programming, but also to mitigate the disadvantages of this new teaching paradigm caused by the pandemic. Many approaches are discussed in this conference, ranging from psychological studies to computer-mediated teaching tools including resources to aid children with special needs. This book compiles 18 papers, accepted and revised for the 2.nd edition of ICPEC’2021, held virtually at Minho University, Braga, Portugal, from 27th to 28th of May. The introduction of specialized services to automate tasks traditionally done manually by teachers or the inclusion of visualization mechanisms, playful design and gamifcation to involve students are the most discussed topics. In the frst case, the tendency is to integrate digital assistants or services in order to alleviate all (or part) of the manual phases of the teaching-learning process of computer programming. In this context, works related to tasks that typically are naturally time- consuming and error-prone are presented, such as the creation of programming exercises, program evaluation and feedback generation. It should be noted that in these topics there is a common point that concerns researchers and that relates to interoperability, not only in terms of data representation but also in the way the data is communicated between systems. In the second case, several works related to game-based solutions are presented. To involve and motivate students in the computer programming domain, there are papers describing the use of visual feedback during the execution of programs, or the injection of gamifcation elements such as the use of leaderboards, achievements, badges and levels. To foster immersion, some authors propose the inclusion of virtual reality or the resort to serious games. Researchers consider that the use of approaches that inherit many concepts from games, should be applied sparingly so systems that use them do not transform into environments that are demotivating, unfair or that foster too many competitive facets which will hinder healthy and cooperative learning process. Regardless of the approach proposed, the main objective of all these works is similar: to motivate students to learn programming by promoting the practice supported by rich and immediate feedback. As ICPEC’2021 Chairs, we want to thank the many people without whom this event would never have been possible. Second International Computer Programming Education Conference (ICPEC 2021). Editors: Pedro Rangel Henriques, Filipe Portela, Ricardo Queirós, and Alberto Simões OpenAccess Series in Informatics Schloss Dagstuhl – Leibniz-Zentrum für Informatik, Dagstuhl Publishing, Germany 0:x Preface The invited Speakers (Simon Peyton-Jones, Sue Sentance, Christian Puhlmann Brack- mann, and Anabela Jesus Gomes) that let us learn with their researches